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Made in my
Fresh-Faced New User





I've been having practice games with my gaming buds and so far the hardest to beat in my area has to be the VC; which I only managed to get a draw.
In my area its pretty much heavy on High Elves, Empire and Orcs&Goblins. I think I'm fine with the rest but that VC is still bugging me, his list is exactly this:

One unit of Grave Guard-17 strong with full command, both Vlad and Isabella; Wight King with BSB (that gives Regen) and another level 1 Wizard/Vampire on Nightmare I think. The rest are just 20 zombies,3 units of them.

The BSB wight king, Vlad and Isabella joins the Grave Guard unit, while the mounted vampire joins a 4-man unit of Blood knights. I'd like some help on my list, I don't want to have a one-trick pony list just to counter VC but; if I have to meet him again it'd be hell(but fun I have to say ) and I was wondering if anyone have a way to tackle this problem, I know questions concerning VC armies are getting boring but I need help with his kind of list (which I think is very normal for ANY VC list nowadays)

This is my list which I tested with my friends (sadly no testing against Empire) and is also the list I used to practice with VC last week.

Chaos Lord, Daemonic Mount, MoT, Helm of Many Eyes, Axe of Khorne, Shield, Blasphemous Amulet.
Chaos Sorcerer Level 1, 2x Dispel Scrolls

5 Marauder Horsemen, MoS, Musician,Spears
5 Marauder Horsemen, MoS, Musician,Spears
5 Marauder Horsemen, MoS, Musician,Spears

12 Chaos Knights, MoT, Standard Bearer, 'Rage Banner', Champion.
17 Chosens of Chaos, MoK, Halberds.

1 Chaos Warshrine, MoT(converted from a chaos chariot)
1 Chaos Warshrine, MoT

All I can say is, after the battle w/ VC; I find that suddenly I have to dispel that invocation spell which I really hate to waste my dices on but recurring killing-blow guards really hurts, luckily for me I went for MoT on those knights and kept rolling six's for 3 turns. But I doubt my luck will last till next week, hahah!! Any help is appreciated, change anything from items, unit strength, unit types...thanks in advance guys.

 
   
Made in us
Longtime Dakkanaut






Southern New Hampshire

Isn't 12 knights in one unit a bit much? If you split the Knghts into two units of 5 (using the extra 80 points on command for the units), then when facing off against that nasty Grave Guard unit you can hit them on two sides and negate ranks - and one unit can deal with non-characters.

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

LatheBiosas wrote:I have such a difficult time hitting my opponents... setting them on fire seems so much simpler.

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in my
Fresh-Faced New User





Yeah, I was still in '6th Ed' mind-set when I made that list probably hehe, but you have a point. I could use that extra knights unit for a flank charge so I'd get more combat resolution points on him.

Any ideas on how I should spend points on magic items?

Thanks Manfred!~!

 
   
Made in us
Longtime Dakkanaut






Southern New Hampshire

I'd drop the Helm of Many Eyes. It's only useful in the event you get charged, and with that much speed, YOU should be doing all the charging. The risk of Stupidity isn't worth it.

If you DO split the Knights in two, consider one unit with the Mark of Tzeentch with the Blasted Standard for use against shooty armies.

You can save 50 points by dropping the Chosen down to Warriors. 3 points a model only nets you +1 WS and a random effect; the unit doesn't even have command to help out. Mark of Khorne on Warriors/Chosen isn't so hot: for starters, you have to catch something; secondly, it's too easy tp get pulled out of poisition by a bait unit. Consider Nurgle or Slaanesh.

...

One of the great things about Chaos is easily you can mold it to your own style of play. Try different things out and see what works for you!

She/Her

"There are no problems that cannot be solved with cannons." - Chief Engineer Boris Krauss of Nuln

LatheBiosas wrote:I have such a difficult time hitting my opponents... setting them on fire seems so much simpler.

Kid_Kyoto wrote:"Don't be a dick" and "This is a family wargame" are good rules of thumb.


DR:80S++G++M--B+IPwhfb01#+D+++A+++/fWD258R++T(D)DM+++
 
   
Made in us
Implacable Black Templar Initiate





Flowery Branch, Ga

The quickest way I can think to help ya is simple.

MoK the Knights, and all your marauder horseman and give the marauders flails instead of spear.

Then using the wonderful manueverability of your horseman, set up the flank and rear charges with them to hit the same time as your knights on his Graveguard unit. That many attacks will plow through him and should pretty close to vaporize the guard.

The fact you were 'lucky' enough to keep rolling 6's doesn't hold much weight for the use of MoT. Not a personal fan, Extra attacks and being able to pound my opponent flat is always more preferred. Run the Lord with the knights and destroy him in a single charge. BTW, change the Lord's mark to Khorne also. With that kind of hitting power you are looking at causign such signifigant overkill on his graveguard you can roll the wounds into Isabella and Vlad. Besides a challenge from your lord should be very close to being able to kill any of the ones he answers with.

This message was edited 1 time. Last update was at 2009/01/18 21:03:15


"I have no idea, people who boast about their IQs are losers." - Steven Hawkings when asked what his IQ was during an interview.

 
   
Made in fi
Paingiver






Southern Finland

@Hordicant: the "rage banner" grants the knight unit and the lord tagging along frenzy, so MoK would do nothing to them.

The unit of chosen seems to be the odd man in the army, as the rest of the army apart from the altars is fast they seem kind of pointless. Replace that unit with something fast and give the sorceror pony for fully mobile army and you should do better as the army has a common focus.

   
 
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